000 | 03748nam a22005295i 4500 | ||
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001 | 978-1-4471-6681-8 | ||
003 | DE-He213 | ||
005 | 20200421112225.0 | ||
007 | cr nn 008mamaa | ||
008 | 150402s2015 xxk| s |||| 0|eng d | ||
020 |
_a9781447166818 _9978-1-4471-6681-8 |
||
024 | 7 |
_a10.1007/978-1-4471-6681-8 _2doi |
|
050 | 4 | _aQA76.9.U83 | |
050 | 4 | _aQA76.9.H85 | |
072 | 7 |
_aUYZG _2bicssc |
|
072 | 7 |
_aCOM070000 _2bisacsh |
|
082 | 0 | 4 |
_a005.437 _223 |
082 | 0 | 4 |
_a4.019 _223 |
245 | 1 | 0 |
_aCreativity in the Digital Age _h[electronic resource] / _cedited by Nelson Zagalo, Pedro Branco. |
264 | 1 |
_aLondon : _bSpringer London : _bImprint: Springer, _c2015. |
|
300 |
_aXII, 269 p. 57 illus., 46 illus. in color. _bonline resource. |
||
336 |
_atext _btxt _2rdacontent |
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337 |
_acomputer _bc _2rdamedia |
||
338 |
_aonline resource _bcr _2rdacarrier |
||
347 |
_atext file _bPDF _2rda |
||
490 | 1 |
_aSpringer Series on Cultural Computing, _x2195-9056 |
|
505 | 0 | _aPreface -- Part I: Fundamentals of Digital Creativity -- The Creative Revolution that is Changing the World -- The Internet is Ancient, Small Steps are Important and Four Other Theses About Making Things in a Digital World -- Creating Creative Technologists: Playing with(in) Education -- Part II: Expressive Processes -- Playing With Puzzling Philosophical Problems -- The Creative Manipulation of Time Through Digital Personal Narratives -- Interaction Aesthetics and Ubiquitous Music -- Part III: Co-creation and Collaboration -- An Enactive Model of Creativity for Computational Collaboration and Co-Creation -- Creative Collaboration in Young Digital Creative Communities -- When Ideas Generate Value: How Lego Profitably Democratized its Relationship with Fans.-Communication in Crowdfunding Platforms -- Part IV: Makers and Players -- Fabricating Futures: Envisioning Scenarios for Home Fabrication -- Play Platforms for Children's Creativity -- Game Design with Portfolios and Creative Skills -- Author Biographies. | |
520 | _aThis edited book discusses the exciting field of Digital Creativity. Through exploring the current state of the creative industries, the authors show how technologies are reshaping our creative processes and how they are affecting the innovative creation of new products. Readers will discover how creative production processes are dominated by digital data transmission which makes the connection between people, ideas and creative processes easy to achieve within collaborative and co-creative environments. Since we rely on our senses to understand our world, perhaps of more significance is that technologies through 3D printing are returning from the digital to the physical world. Written by an interdisciplinary group of researchers this thought provoking book will appeal to academics and students from a wide range of backgrounds working or interested in the technologies that are shaping our experiences of the future. . | ||
650 | 0 | _aComputer science. | |
650 | 0 | _aUser interfaces (Computer systems). | |
650 | 0 | _aApplication software. | |
650 | 0 | _aComputers and civilization. | |
650 | 1 | 4 | _aComputer Science. |
650 | 2 | 4 | _aUser Interfaces and Human Computer Interaction. |
650 | 2 | 4 | _aComputer Appl. in Arts and Humanities. |
650 | 2 | 4 | _aComputers and Society. |
700 | 1 |
_aZagalo, Nelson. _eeditor. |
|
700 | 1 |
_aBranco, Pedro. _eeditor. |
|
710 | 2 | _aSpringerLink (Online service) | |
773 | 0 | _tSpringer eBooks | |
776 | 0 | 8 |
_iPrinted edition: _z9781447166801 |
830 | 0 |
_aSpringer Series on Cultural Computing, _x2195-9056 |
|
856 | 4 | 0 | _uhttp://dx.doi.org/10.1007/978-1-4471-6681-8 |
912 | _aZDB-2-SCS | ||
942 | _cEBK | ||
999 |
_c57606 _d57606 |